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@M.L
Maybe the Maptype is 0. This Maptype is automaticly one of the exceptions and can't changed. But normaly you change the Maptype 0 to one of the others like a City, if you insert a new Map in your ROM...

@DuoRyan
I can, but it's easier and saver to do it like it is now, so you can't overwrite the DAN if you don't want it.

ENERGYSEARCH.MEA Pokemon TCG database and Social network!Pokemon Game Editor Download!PGE is not being worked on currently but is there for those that need it.
Fun Fact: Even though PGE isn't posted on PC anymore it still has the same number of downloads per day.
Accept no imitations!

okay i am a total noob when it comes to rom hacking, and have been teaching myself as i go along. so i have a couple of questions( and please forgive me if these are answered elsewhere, i just havent been able to find them):

i realize your program just inserts the dns and thats it, but in advance map, there are drop down menus for compatibility with this system (its not there when i load other roms, but is there when i load my hacked rom.) how do i get these menus to work with the actual seasons and time of day? i go to a season, then start editing the wild pokemon that appear in the area, and when i save, it saves them for all seasons and times of day. how do i differentiate? do i need to redo my tilesets, or do i need to completely remake every map? does anyone know what i am doing wrong?

yes its a very nice tool that works fine, thanks for hard working on this , but i have a question, can i chose more as the avaible Options as RGB?, actually the best result for Night its B, but Blue its to bright for the Night. i missed a darker feeling for the Nighttime can you help me with this?

prime-dialga, can you make the DN system support R/S/E's internal clock instead (the non-constant updating of it can also be fixed)? If you can't, at least make the clock settable by R/S/E's clock-setting feature.
I can supply any information about Emerald's RTC and how it calculates everything.

Also, an error in version 2: the day-of-week byte is the second 0x00, and you have it incorrectly labeled as the first.

I didn't planed a RSE RTC support because there are some other DAN-Systems with RSE RTC support and i like interdpts RTC more.
sry

Yes, there are some bugs when you enter a house or when the warp-arrow is shown. Also there is another bug in battles: sometimes the HP-Bar is "DANt" to. I'll try to fix thes bugs in the next tool version

I know that there are others and that interdpth's RTC is used in them, but yours is the best and I would like to see native Emerald RTC support. If you won't support it as default in your program, could you at least make native RTC support an option you can select?

Okay, I'm looking for some help over here. It seems like nobody uses the Season Editor casue they don't know how. Well I implemented it [with relative success] and will post a tutorial soon but I've run into an error. First off: The seasons don't chane in December. Idky. Secondly: At first everythign is fine, however during the winter when I enter a menu [Bag/Trainer Card/Pokedex etc] the palettes/tiles get all screwy until I enter a house/building. Any advice?

This is what I mean. The left is what it's supposed to look like, the right is what it looks like after opening a menu or engaging in a wild battle.

__________________

The return of Pokemon Shattered Dreams! Click the screenshot to visit the thread, you know you want to.

Okay, I'm looking for some help over here. It seems like nobody uses the Season Editor casue they don't know how. Well I implemented it [with relative success] and will post a tutorial soon but I've run into an error. First off: The seasons don't chane in December. Idky. Secondly: At first everythign is fine, however during the winter when I enter a menu [Bag/Trainer Card/Pokedex etc] the palettes/tiles get all screwy until I enter a house/building. Any advice?

This is what I mean. The left is what it's supposed to look like, the right is what it looks like after opening a menu or engaging in a wild battle.

I know this post is old, but I can at least describe the nature of the problem: the game reloads the OW palettes when you exit menus, and the hack apparently doesn't touch that reloading routine. The result is that the palettes (and possibly even tile animations, judging by what happens to your ice) for the "default" season are loaded. The same problem exists in JPAN's hacked engine, when using the "extended" palettes for his OW mods.

I know this post is old, but I can at least describe the nature of the problem: the game reloads the OW palettes when you exit menus, and the hack apparently doesn't touch that reloading routine. The result is that the palettes (and possibly even tile animations, judging by what happens to your ice) for the "default" season are loaded. The same problem exists in JPAN's hacked engine, when using the "extended" palettes for his OW mods.

Some time ago i found the reason of the screen blinking while entering in a building or when you're selecting moves in battle. I don't know why, but the game stores a copy of the palette memory in WRAM and reloads it in these situations, causing a blink effect because the original palette is loaded for one frame. Replacing 0x70682 with 00 00 00 00 fixes the problem, but i haven't tested enough to say that it doesn't cause other glitches.
This doesn't fix the warp-arrow glitch though.

Some time ago i found the reason of the screen blinking while entering in a building or when you're selecting moves in battle. I don't know why, but the game stores a copy of the palette memory in WRAM and reloads it in these situations, causing a blink effect because the original palette is loaded for one frame. Replacing 0x70682 with 00 00 00 00 fixes the problem, but i haven't tested enough to say that it doesn't cause other glitches.
This doesn't fix the warp-arrow glitch though.

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